Uniia's profile

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Doesn't he have a 48% or something in solo?
For a champion who is a strong priority in pro that is a plenty respectable performance.
The only thing separating Ornn from other generic tank kits is the fact that he has these supportive features at all.

Depends on stat site. Rioter has said that U.GG is closest to their internal data and analysis has showed that Lolalytics inflates the winrates of all champions because of their data collection methods. Lolalytics has highest winrate with 47,88 and U.GG the lowest as 45,6. OP.GG is at 46,56. Overall it looks like he is incredibly weak in soloQ and Ornn is definitely not a champion that is balanced in soloQ with significantly below 50% winrate as its not like he is incredibly hard to play.
I woudlnt say that ornn is a priority pick in pro but the main issue is that being so much better in pro play dooms Ornn into being way too bad in soloQ. Ornn used to be the least team reliant tank in the game so changing him into a supportive tank who sucks in soloQ feels really bad. He has fun and unique kit with incredibly teamplay ult so the last thing he needed is more teamplay rewards at the cost of individual power. Being a reasonable soloQ champ would be so much more fun than making your teammates have more stats while being weak in other ways.

Are there any plans for {{champion:516}} ?
His laning in top feels pretty crippled with the shield removed and people like LS think he isnt even viable as a toplaner in higher MMR because of that. The buffs to lategame helped him overall but its super unfun to be so weak and abusable in lane.

Squad5 talked about more interesting Ornn buffs coming after the base stat buff. Is that still something that is likely gonna happen? Ornn's laning feels pretty bad in top now that he no longer has a shield and buffing your allies in lategame doesn't really compensate for that in terms of fun.

Squad5 talked about further Ornn buffs being in the works when he got the base stat buff. Are those still something riot is planning to do. Losing shield made him pretty awful in toplane, at least in soloQ.

Is there any plans to help Ornn? He is really suffering as a toplaner because losing shield made him so weak in lane. He gets stronger in lategame but being crippled at the start of game really holds him down and also makes him way less enjoyable to play. Its not fun to just get smashed in lane because a champ that was already bad in early game lost his only survival tool.
Making your ADC stronger in lategame is a really bad compensation for your champion being so awful in the most important part of the game. I doubt most Ornn players wanted him to be individually weak but buff allies like some weird ardent support. We want to brawl with other toplaners in melee and clap them with hammers. Its not fun to just hide under turret and try to get some pity farm with Q until you get a weird powerspike at lv13 and become a good lategame champion.

I dont think that point about Ornn has been true for over half a year. All the nerfs already crippled his laning even with a shield. He had 45% winrate for a reason. Taking away shield from a champion that was already weak in early game has left him in really bad spot. The update was supposed to help him in soloQ but he is still awful in normal play while starting to see picks in pro.

The problem with crit marksmen is their DPS being too multiplicative. This leads to them being too weak early and too strong in lategame. It also makes deviating from the optimal DPS path have too high opportunity cost.
Encouraging marksmen to build 100% crit by IE doubling crit chance is likely a bad thing as it makes the aforementioned problems even worse. Giving IE static crit chance combined with zeal upgrades giving less crit chance would allow marksmen to have some flexibility in build paths without completely tanking their DPS.
Having crit items(aside form IE) be stronger individually but weaker together would give marksmen a more reasonable power curve where they get to do stuff in midgame but dont become too strong with 4+ items.

Hi Meddler! Its really nice to see Ornn getting some love for soloQ but doesnt giving him more power to assist allies(passive on PBE gives allies free upgrades) go completely against the goal of making him better in soloQ relative to pro play? Being able to donate 1k worth of stats to a carry seems way more powerful in pro games.
Increasing his team utility seems like a really bad idea if the goal is to make Ornn be good in soloQ without breaking him in pro games.

Resolve often feels pretty bad to make as main path because the first row only has situational runes and shield bash definitely isnt helping that. On the other hand the middle row has 2 really generic and good runes in second wind and conditioning. Any chance one of those could be swapped into top row? It just feels super meh to take demolish(a win more rune) in a losing matchup when you just want something that actually helps in fighting against a champion.

Hi meddler, how do you feel about Illaoi? It feels weird that she is pushed to build so much damage and thus becomes surprisingly squishy in frontline. With her long animations it would feel really nice if you could build like a juggernaut and play like one instead of being this weird almost combo caster.
Passive cooldown being pretty long in the lategame also makes her feel quite awkward as champions are often roaming around so much by that time. Overall her power seems to be really concentrated on E and she really doesnt feel like a champion that should be mostly about hitting once crucial skillshot.

Any plans to address Ornn's ultimate making him perform so much better in pro play relative to soloQ? His identity as a self reliant vanguard has been completely stripped away by nerfing other things about him, but having so strong safe initiation keeps him viable in pro despite horrible soloQ performance.
Nerfing ult range would allow Ornn to get power back in other ares and reduce the difference in how he does in soloQ vs. pro. With current ult range it seems unlikely for him to ever be a reasonable soloQ pick without completely dominating pro games.

Hi Meddler, are there currently any plans to address Ornn being so much better in pro play compared to soloQ? Some rioter talked about it months ago but all that has happened since then are general nerfs that made him even worse outside professional play.
He has comparable numbers to Azir and Ryze which doesnt seem right at all as he has so much lower skillcap.

What happened to buffing Ornn for soloQ and nerfing him in pro? His ult is clearly causing that disparity(safe engage is so much better in organized play) and hitting that would allow Ornn to be buffed into reasonable state in soloQ.
He has completely lost his identity as a self reliant vanguard and plays like a support with overpowered ultimate.

Any plans to address Ornn being so much better in pro play compared to soloQ? He has been absolute garbage in soloQ for months and to compensate for his strong safe initiation his whole identity has been crushed.
Ornn used to be a self reliant tank that could trade blows with enemies and hit hard if you used his somewhat clunky kit well. Now he feels like a support champion that is used in pro play because long range initiation that doesnt require committing is so powerful in organized play.
Feels bad that all his soloQ power has been ripped off rather than the one aspect that breaks him in pro play being changed. Even the last nerfs targeted his solo power while he already had 45% winrate... Having initiation from over a screen away is kinda cool but for an Ornn player its definitely not worth having everything else about him be shit.

Are there any plans to address Ornn being so much weaker in soloQ compared to pro play? His ult offering long range safe initiation is really valuable for organized teams and to balance that everything else about him has been mauled. At this point his whole core identity as a "self reliant vanguard" has been removed and he plays like a support champion.
Would be interesting to see if for example radically nerfing ult range would allow him to get power back in other areas without becoming too strong in pro play.

Ornn is the tank who suffers most from so being much better in pro play. He has been cripplingly weak in soloQ for months, even in times when he gets nerfed for pro play.
His ult providing safe long range initiation is way more valuable in pro play and his whole identity has been taken away just to make him not dominate organized games. Ornn is definitely not the self reliant vanguard he once was and which is his core identity.
How would you feel about drastically reducing his ult range and thus making it more of a combat spell rather than a fight starter with incredible range. Nerfing his safe initiation would allow him to regain power in other areas and become a reasonable soloQ pick.

Why is Ornn still having big nerfs in PBE when he is already struggling in soloQ and no longer dominates pro play? He has really low winrate with low pick- and banrate. Ornn also isnt so hard that he can be overpowered with some terrible 46% winrate. Why is the champ getting thrown under a bus despite not looking overpowered at all in any type of play?

Whats your view on Ornn? Poor guy is getting rammed hard by nerfhammer in PBE despite no longer being a problem in pro play and already struggling in soloQ. Surely RIOT doesnt think that Ornn is a champion who is balanced with like 45% winrate.

How do you feel about {{champion:516}} ? Nerfs in 8.2 dropped him from being a priority pick in pro games and his already bad soloQ winrate sunk even lower. Now he has 47% winrate, isnt played that much nor getting banned. But there are still pretty big looking nerfs in PBE for him which seems pretty strange as Ornn doesnt really strike me as a champion that is balanced with 45% winrate or smt terrible like that.

Id like to hear your thoughts about how strong botlane is compared to other lanes. Lategame adc:s who scale from attack speed become strong in midgame and supports are stronger that ever. Its fine that supports are real champions now but with strong marksmen botlane just decides way too many games. As a toplaner i feel like the lane itself is fine but bot being so powerful makes it hard to make a comparable impact and games feel like coinflips getting decided by which botlane wins.

> [{quoted}](name=OurLestrade,realm=EUW,application-id=LqLKtMpN,discussion-id=ynAI7wqF,comment-id=0000,timestamp=2018-01-25T17:21:31.615+0000)
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> Isn&#x27;t it the last bit of the animation (&quot;Gout&quot; of flame I think it says on the tooltip) that applies the effect, or am I just tripping?
Yea, and i feel like i got hit during it and the fire breath stopped prematurely without applying brittle.

Yea same problem in EUNE and EUW. I can sometimes log into EUW and very rarely into EUNE, but most of the time im just stuck at the authentication screen and eventually get an error message. Nothing i have tried has fixed this.

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There might be something blocking your connection to our servers if you weren't able to get on the support site either. Let's make sure to do a quick checkup on your [**network settings**](https://support.riotgames.com/hc/en-us/articles/201752664-Troubleshooting-Connection-Issues), and after that let's make sure to restart your pc as well. Let me know if this gets you back in or not!

I was able to get on the support site and it showed me logged in, but the submit report button was stuck on "submitting..." for seemingly forever so i wasnt able to send the report. I tried this 2 or 3 times and same thing happened every time.
I tried disabling windows firewall(only one i have) and it didnt help. I was able to login into EUNE earlier today after multiple tries, but now that doesnt seem to work anymore. I have tried restarting computer and my modem but those havent helped.
I suspect this could be connected to a windows update that happened recently, but im quite confused about usually being able to log into EUW but being blocked from EUNE.
EDIT: Got into EUNE again.